Age | Commit message (Collapse) | Author |
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Removed default commit message
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Increase the default Camera Zfar to 4000
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Fix error spam on wrong attachment
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
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mbedtls: Update to upstream version 2.16.9
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Fixed EditorPropertyText change signal emission.
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Add interpolation parameter to resize_to_po2()
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Remove any constraints connected to a Bullet body when removing it
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Turn off robust buffer access by default.
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It can be a performance bottleneck in some hardware.
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Improved shadow rendering efficiency
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
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Implement automatic LOD (Level of Detail)
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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Added GraphEdit properties to control lines thickness and antialiasing
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Font: Fix typo in DynamicFontData compat code
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bullet: Sync with upstream 3.07
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Fix broken members panel in visual script editor
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SCons: Add explicit dependencies on thirdparty code in cloned env
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Fixes #44494.
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Add missing override keywords in os_windows.h
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Show only one constructor for each type in Search Help panel
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Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
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Add missing override keywords to core/os.h derived classes
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Fix visual issues with GraphEdit minimap
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Remove OS::can_draw() remnants
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Add a minimap to the GraphEdit
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Remove unused argument in Theme method and expose missing methods
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Fix crash parsing a serialized Reference
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SCons: Fix build with `p` alias or platform auto-detection
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Fixes a pre-existing bug that #44433 exposed.
It's pretty hacky, but we use `platform` in `env` both as an optional command
line option (instead it can be autodetected, or passed via the `p` alias, and
on Linux it might be overridden if you pass one of the convenience alias
values), and as the reference value for what platform we're building on.
Thus we override `env_base["platform"]` with the autodetected or validated
platform, but any call to `opts.Update(env_base)` overrides it with the
original command line option... causing e.g. #44448.
The proper fix would be to refactor all this so that we don't reuse
`env["platform"]` for platform detection (it could instead be e.g.
`env.platform` as a member variable which holds the validated value),
but for now I'm tapering over the immediate breakage.
Fixes #44448 and other breakages induced by #44433.
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Add a project setting to enable stdout flushing in release builds
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ProximityGroup: Fix access modifiers, rename private methods for clarity
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Display the number of results for global search
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Mono: Make Godot provide its own WASM m2n trampolines
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Mono: Add extra WASM framework assemblies on game export
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